Author Topic: New Screenies!  (Read 12400 times)

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Offline Grug

  • 211
  • From the ashes...
*Is re-enspired by Jal-18's speach. *tear :p

Woah, keep it cool guys. ;)

@Vengence, we have some very loyal friends is all. They've just seen the amount of effort we have been going to behind the scenes. In some cases, monumental efforts.
The only thing is, its hard to show progress when the main stuff we're working on is story or conceptual, or as is most of the case for the artwork still work in progress. I don't usually like to show wip items because 90% of the time it will end up completely different. Many atimes have I thrown out an effect I was working on for a gun and started from scratch. The truth is most of the wip shown in the forums and site will end up nothing like the final product.

But yes, I understand your view. The image above of the interceptor was basically me just playing with the textures. That texture was made from complete scratch with the only influence being the original texture which I got the basic outlay from.
The problem is as we do work, especially with the art side of things, we learn how to do them better and better. Which often means, throwing out the old works and starting again. Its just a process we go through.

Our primary focus has always been the story. We went with this because the best part of Homeworld that we all agree on, was the story. Thus we want to *try* and live up to it. Rest assured we are dedicated to doing the best we can with the resources we have available to us and any and all support is appreciated. I apologise for the lack of updates and progress, but we are trying our best to keep on track.

Again any help we can get will be greatly appreciated, either full team member or even rogue helper. (aka similar to Raa who is often a pool of advice and knowledge for me :p )

So yes, all the work you see is just a sign of progress, which most of the time is requested by you guys. But yeah, we do appreciate interest, support, love, and donations of time effort (and money :p ).


BTW - any team members who've lost internal access let me know please.
« Last Edit: November 16, 2005, 06:13:05 am by Grug »

 

Offline WeatherOp

  • 29
  • I forged the ban hammer. What about that?
    • http://www.geocities.com/weather_op/pageone.html?1113100476773
I too seam to have lost internal too.
Decent Blacksmith, Master procrastinator.

PHD in the field of Almost Finishing Projects.

 
All I need to know to clear up any misunderstanding is: When did the mod start? And I understand what you mean about changing things now and then. Heck, by own storyline has gone through monumental changes. What was once just a mere contest became a new universe thats ever changing.
I have created a masterpiece.

 

Offline Jal-18

  • 28
The "HW-to-FS" mod has been around since 2002, but the current incarnation of TAP began roughly in June 2005.  I'm one of the new members, so I'm not quite sure on the history, but from what I understand TAP's been through several changes, as project leaders come and go and new developments arise. (Such as new SCP features, the release of Homworld 2, etc)  Most recently though, we've basically started from scratch to try to take advantage of all the SCP features and faster computers that are now available.

Again, I'm not too clear on the history of the project, something which I hope Grug can expand on.

 

Offline Thorn

  • Drunk on the east coast.
  • 210
  • What is this? I don't even...
USS Alexander and I started work on TAP back when the VBB was still around, about 5 or 6 years ago I think. He had to step down after a while and I took it up. About a year later I had to cut back the time I spent on it due to schoolwork and social commitments. A year after that I had to step down. I moved out to Vancouver and was working constantly. Elorran took over there, which is where I get fuzzy. Didnt have regular net access in Vancouver.

 

Offline Grug

  • 211
  • From the ashes...
Which is where I can pick up. :D

Elorran was doing great too, but he too, eventually had less and less time for things. It was around when the big impact things from SCP were starting to come out (such as HT&L) and Homeworld 2 was released when I took up the charge. With so many new features and much, much better quality graphics available we decided to essentially start over from scratch.

All our old effects and conversions were all in the old stock 8 bit pcx, so all effects had to be redone to meet the new standards. Think of the current project as the 'new TAP', trying to redefine our stuff to be of the highest quality to meet the latest SCP features and also to meet the latest HW2 storyline.

I hope that satisfies your curiosity. ;)

Again, if you have skills to offer, don't hesitate to drop a line in the help wanted thread. =D

 

Offline Roanoke

  • 210
Obviously, each model having circa 20 textures in the HW engine is a bit of an issue for the FS/SCP HT'n'L engine too.........

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Speaking of which, there's a guidlines thread in the FSUP and modding forums. Should read them for optimization.
Freelance Modeler | Amateur Artist

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Obviously, each model having circa 20 textures in the HW engine is a bit of an issue for the FS/SCP HT'n'L engine too.........

But given the coverage of an individual texture in Homeworld (and the size of the textures overall) baking it into a single map should be trivially simple.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM